tribalhoogl.blogg.se

Best supreme commander mods
Best supreme commander mods





best supreme commander mods

First-bomber (the name for a build order starting with air factory in which a bomber is queued as the first unit) was rampant. this ended up being deemed an engine exploit as it was all we would ever see in higher tier competitive play. It also means you don't need to micro fighters to fly parallel to their normal attack path, avoiding the beam (a technique that would cut your losses at the cost of only using a fraction of your actual air firepower).īombers t1 and t4, can no longer be hover-bombed microed. This makes the Czar a squishy unit once again, meant for punishing ground once air is won, as it was intended. Rushing to enable ground fire and picking a spot on the ground for your Donut to blast away at if ever it's caught off guard by a swathe of T3 fighters is still a valid reaction, but said swathe will only loose some 10-15% of it's fighters instead of 100% and the Donut gaining instant 5-star veterancy.

best supreme commander mods

The Donut (otherwise known as the Czar, T4 Aeon air experimental) no longer deals 100% damage with it's ground beam to fighters trying to shoot it out of the sky with fly-bys, and because of the games's design (the center of the unit being both the target reticle for the fighters and where the ground beam of death comes out of, the fighters "must" fly through it). Now they are still synergetic with one another but cannot manage swathes of T3 Fighters on their own. These death clouds had a tendency to spiral out of control withĮxponential synergy at greater amounts (170 -> 1000). There was a considerable use of Restorers (T3 Aeon gunships) for In forged alliance 3599 balance, in the GPG.NET competitive scene This also contributed to reducing t1 engy lag and OPness. Now there is actually a choice between technology need, Hit Points, concentration of build power and speed at which you start increasing you build power output. E.G : per mass that t1/t2/t3/SACU engineers costs, the rendition of build power is the same.īefore, if you built many t3 engineers to assist a factory or t4 construction, you were a noob because between you and the same level player who used the same amount of mass making t1 engineers to assist, the player with the t1 engys got much more build power. This reduced the overpoweredness of the tech one engineerĮngineer assist is evened out across all builder units.

best supreme commander mods

: building more factories, is also the one that lags the game less. Now all options are viable and the one that demands less micro/encourages a more macro focus, E.G. The reasoning behind this change is that it makes the game run much smoother (no more t1 engineer spam) as well as validating the option of building more than one factory which before was a "noob alert!".

#Best supreme commander mods upgrade

You must upgrade another t1 factory through the HQ line back up to that tech level for the other factories to be able to produce anything other than tech 1 again (yes, in the meantime you will be tech-locked meaning "normal" factories, upgraded even to tech 3 can only produce t1 units until there is a T3 HQ again). You must posses at least one HQ for the "normal" upgrade choice of that tree to unlock and you are allowed to possess as little as one (for savings and speed) but if it gets destroyed. The HQ cost more takes longer to upgrade to and possesses the tech for that tree (land, air, sea). The Normal changes nothing except that it is (much!) cheaper and faster to get this mechanic means that starting from a t1 factory of any type, you have two upgrade routes : Let's go over some of the biggest changes off the top of my head : Balance Changesįactory HQs.

best supreme commander mods

The bottom line is no single unit can any longer completely stand out as overpowered. This is the impersonal and clinical approach.īut realistically these stats won't mean much to you (best to use the FAF multiplayer client unitDB tab as it will be more up to date.) ORIGINAL (I think! I hope they haven't used FAF as a reference) : The summary could be found in many forms but I guess what you're looking for is here : UNIT DB So this is actually two seperate questions :Īnd I think the focus of your question is mostly balance (it's a big answer then!) Ideally with discussion, so that I can start playing FA Forever Is there a single summary where I can see the changes for each unit,







Best supreme commander mods